This is the CP everyone gets for doing the jump, given at the beginning of the document.
+300CP Lands and Holdings Stipend
You gain +300 CP in this section per tier of Of High Standing purchased. Territories manifest in your chosen region, replacing minor canon holdings or occupying unclaimed land. Major houses/cities remain intact unless deliberately supplanted. By default, your domain exists without derailing canon events, but active intervention can alter the story. CP here cannot be used elsewhere.
+200CP [Chain Drawback] Earlier Beginning
You begin each jump at age four, or the nearest equivalent, and remain until the jump’s normal start date. Your memories, personality, and experiences are fully intact from the beginning. Local powers mature naturally as you grow. Out-of-jump powers return at 2% per year until puberty and 12% per year thereafter, scaled proportionally for species with different maturation rates. Power returns qualitatively rather than absolutely. You retain only two years of plot armor against random childhood misfortune. Imported Companions receive the same effects. Your warehouse and any unimported Companions become available at the jump’s normal start date.
+200 [Chain Drawback] One Life To Lose
Death is no longer a revolving door for your Companions. If a Companion dies beyond the point of medical recovery, they are removed from the Chain and returned to their reality of origin, though Undead Companions use an equivalent definition of death. Once lost, a Companion may only be reclaimed through Return, a continuity toggle in a later Jump to the same setting during that Companion’s lifespan, or by earning your Spark. Respawn mechanics, resurrection powers, 1-Ups, recovery items, and similar abilities cannot restore a dead Companion. Powers, Perks, and Items may still prevent death before it occurs. To prevent arbitrary losses, Companions will not die from random accidents, casual illness, age-related complications, or similarly insignificant causes. Only deliberate action or major plot-level threats can kill them. Each Companion gains an additional 600 CP at the beginning of every Jump while this Drawback is active, while the Jumper gains +200 CP. Companions who are not imported cannot receive Origins, freebies, or other import benefits.
+300 Long Term Stay - Additional 30 years - Stay ends 300 AC
Your stay in Westeros is extended by 10 years for each purchase of this drawback, with a maximum of 100 extra years. Though the world around you will age and change, you are assured that you will not die of old age or succumb to any natural ailments during this extended stay. However, the years will bring new challenges, as political climates shift, allies age or die, and the kingdoms find new troubles.
+500 Power Lockout
Your powers from previous jumps are sealed entirely, leaving you with only what you gain within this jump. Any special abilities, magical talents, or supernatural skills that you once relied on are now inaccessible.
+500 Material Lockout
Your items, companions, and warehouse from previous jumps are locked away, completely inaccessible for the duration of this jump. You cannot rely on any equipment, relics, or allies from other worlds, nor can you access your warehouse’s resources. If you wish for companions during this jump, they must be created anew, with no imports allowed.
CP Budget